Governments
Anarchy represents not so much a government type as the lack of
any stable government. Anarchy occurs when your civilization's
government falls, or when you decide to have a Revolution. After
a few turns of Anarchy, you can rebuild a new government. Anarchy
is similar to Despotism, except that the corruption rate is VERY
HIGH. However, no taxes are collected during a period of Anarchy,
and no scientific research is conducted.
In a Despotism, the ruler has absolute control over his or her
subjects, and this control is usually enforced by the military.
This system has a tendency to minimize individual freedom, and
reduce the efficiency of production efforts.
* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.
Up to three military units in each city institute "martial
law". Each of these units makes one unhappy citizen content.
Despotism has a high rate of corruption and waste. The farther a
city is from your capital, the higher its level of corruption.
* Under a Despotism, Tax/Luxury/Science rates cannot be set
higher than 60%.
* Any terrain square that ordinarily produces three or more of
any resource (Food, Shields, or Trade) produces one less.
* Because of Despotism's high rate of corruption, it is almost
always an inferior form of government. Try to switch to a
Monarchy as soon as possible.
A Communist government is ruled by a controlling party, with a
single person, known as a chairman, acting as the head of state.
In a true Communist system, all property is owned collectively by
the people, and labor is organized to be equally advantageous to
all people. This ideal has never truly been realized, however,
and the "Communist" governments of the world are
usually much different.
* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.
Up to three military units in each city institute "martial
law". Each of these units makes two unhappy citizens
content.
Under Communism, state control of the economy eliminates
organized crime. Your cities, therefore, experience no
corruption.
* All Spy units produced under Communist governments are
Veterans.
* Under Communism, Tax/Luxury/Science rates cannot be set higher
than 80%.
* Communism is best for large, far-flung empires that need to
maintain a large military.
* Use your powerful Spies to steal technology from the capitalist
pigs!
A Democracy is ruled by a president elected by the people. The
rulings of the president are subject to review by the Senate, a
group of elected representatives who serve the best interests of
the citizens. Democracy allows its citizens a higher degree of
personal freedom and involvement than any other form of
government.
* Each unit costs one shield per turn.
Fundamentalism is a form of government organized around a central
set of beliefs. These beliefs, usually religious in nature, form
a rigid guideline for the actions and reactions of both the ruler
and the people. In a Fundamentalist society, the people and the
rulers are entirely devoted to their beliefs, and are usually
willing to die to preserve them.
* Each unit beyond the tenth unit costs one Shield per turn
(except Fanatics, which never require maintenence).
* Settlers eat one Food per turn.
Under Fundamentalism, no citizen is ever unhappy!
Fundamentalism has a very low rate of corruption.
* Under Fundamentalism, Tax/Luxury/Science rates cannot be set
higher than 80%.
* Under Fundamentalism, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content
citizens produce "tithes" (money) equivalent to the
number of people they would normally convert, and require no
maintenance.
* The diplomatic penalties for terrorist acts committed by
Diplomats and Spies is reduced.
* Fundamentalism eliminates all happiness problems and provides
excellent revenue, although research tends to languish.
A Monarchy is ruled by a single person, known as a monarch. The
monarch's rule is less absolute than that of a despot, and he or
she usually has the acceptance of at least the upper-class. The
aristocrats under this system of government have some economic
freedom, allowing the civilization to be more productive.
* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.
Up to three military units in each city institute "martial
law". Each of these units makes one unhappy citizen content.
Monarchy has a moderate rate of corruption and waste. The farther
a city is from your capital, the higher its level of corruption.
* Under a Monarchy, Tax/Luxury/Science rates cannot be set higher
than 70%.
* Monarchy is an excellent form of government for a young
civilization.
A Republic is an assembly of autonomous city-states under the
control of a central government. Although the central government
has the ultimate say in matters that affect the society as a
whole, the city-states are given a certain amount of latitude in
the governing of local affairs. Decisions are made by the ruler,
but are subject to review by a group of officials known as the
Senate.
* Each unit costs one shield per turn.
* Settlers eat two Food per turn.
Each unit beyond the first unit that is not in a friendly city
(or in a Fortress within three squares of a friendly city) causes
one citizen in its home city to become unhappy.
Republics experience a low rate of corruption and waste. The
farther a city is from your capital, the higher its level of
corruption.
* Under a Republic, Tax/Luxury/Science rates cannot be set higher
than 80%.
* Your senate may force a peaceful solution in a conflict.
* Switching to a Republic can give an astounding boost to your
Science and Luxury revenues, although you will probably be forced
to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable
army in the field, but building certain Improvements and Wonders
can help to alleviate this problem.
If you
have any suggestions, comments, or information please email me at
civjar@oocities.com
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